Author Topic: No Hit, No Save, No SR effects  (Read 30889 times)

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PlzBreakMyCampaign

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No Hit, No Save, No SR effects
« on: September 01, 2010, 11:35:51 PM »
The Save or Just Suck List


This is a list for animate enemies whose AC is too high to hit (even with a touch attack), SR is to high to cast a normal SoD, and whose saves are too high for even a partial entry thanks to improved evasion and improved mettle or a few dirty Master Specialist levels.


Categories outside this thread's scope:
Buffs                     I love them, but they won't hurt your enemy.
Pets                     Summoned monsters and animates is fun and all, but...
Unrelated to enemies         You solved the case but the BBEG slaughtered you.
CL, hit roll or DC Boosts      Why risk it?


Spells:
Acid Fog: solid fog + 2d6 acid

Acid Rain [HoB 124]: 20'r, 40'h cylinder deals 7d6 acid damage plus DC10 balance checks

Aerial Alarm [HoB 124]: As alarm but 2 hours/level and 500' high

Alarm: wards for tiny to large size creatures

Alarm, Greater [SpC 8]: Works on neighboring planes

Anarchic Storm [SpC 11]: 20'r, 20'h perception penalties, 2d6 to lawfuls, random 5d6 electric

Anathema [CoR 28]: only for those of same faith and lower level, not useful for enemies

Antimagic Field: we know that this is rarely a "buff"  ;)

Axiomatic Storm [SpC 22]: as anarchic storm but lawful

Blinding Glory [BoED p. 92]: blinds all Evil creatures who remain in 100' radius of caster, lasts 1 hr./level. no darkness spell can counter it.

Buzzing Bee [SpC 41]: -10 move silent & concentration, only a distraction if not deaf.

Caustic Mire [CM 98]: 20'r where each square costs 10' and moving or staying in any square deals 1d6 acid. Fire damage deals +1 per die.

Cloudburst [SpC 48]: Rain obscures vision, extinguishes fires, and hampers missiles.

Consecrate: debuffs for undead

Dispel Magic &, Greater: Probably useless if your caster level is low, but maybe its higher than his buffs (similar enough to dispelling screen)

Dust Storm [DR331 p. 71]: 1 std. act., med. range, creation effect, 60' by 30' tall cylinder, conceals and deals 1d6 slashing damage to creatures ending turn inside area. Obscures vision and darkvision beyond 5'.

Elemental Prod [MoE 96]: pidly damage, movement and very restricted type

Fireward [PGF p. 102]: The AMF of magical fires. As an attack spell this is only useful against Elemental Fire creatures, but for creatures of that type it does 1d6 damage/level, 15d6 max

Fog Cloud: gives concealment, blocks darkvision

Force Cage: trap them into a dangerous area and wait for them to fail a save.

Freezing Fog [CArc p. 108]: 1 std. act., med. range, 20' radius by 20' high cloud, 1d6 damage/round, penalty on attack rolls blocks all sight to 5'.

Gate: conjure enemy to a hostile plain before plane shifting. Persistant Zone of Respite foils this.

Glitterdust: invisible enemies are visible and take -40 to hide checks regardless.

Guards And Wards: recreates some wardings but allows no save

Haboob [Sand 117]: 20' sphere move or take up to 5d4

Harmonic Void [CS99]: Casters in 60' of you must succeed on Concentration check to use verbal-component spells (DC 20 + spell level). Spell is used up on failure.

Hail of Stone [SpC 108]: 5d4 max damage in small area

Holy Storm [SpC115]: -4 listen, spot, search & ranged attacks, 100% extinguish unattended flames, 50% protected, 2d6 to evil creatues, 4d6 evil outsiders. Holy water or 25gp component

Ice Slick [Fr 100]: similar to grease but no reflex. Mildly DM dependent.

Ink Cloud [SpC 123]: Fog Cloud for underwater

Mark of Doom [PH2 119]: 1d6 for each hostile action if target difference by an alignment axis.

Magic Miasma [SpC 137]: -4CL, -2DC for spells cast in fog

Necrotic Bloat [LM 67]: max 10d6 50% vile with mother cyst focus to necrotic cyst living creature

Orb of x [SpC 150,151]: varying damage amounts and types, some with save-able after effects. The favorite of Mailmen builds.

Pyrotechnics: a bard's fog cloud but other cannot see in at all.

Raging Flame [DR314 p. 21]: 1 std. act., med. range, burst effect, affects nonmagical fire, 2d6 nonmagical fire damage to all creatures who have caught fire as fires double.

Repel Metal or Stone: repels those objects and the creatures wearing them 60'

Reaving Dispel [CArc 119]: as greater dispel but better bonus and chance to take buffs

Rushing Waters [Und 62]: +30 Bullrush and puts out large bonfires plus save for prone

Slashing Dispel [PH2 125]: As dispel magic but creatures take 2 damage/spell level for each spell dispelled

Sleet Storm: 1 std. act., long range, 40' by 20' high cylinder, completely blocks vision (incl. darkvision), hampers movement with balance checks

Spell Theft [CS 104]: Instantly know all spells effecting the target. Make dispel check (d20 + CL, max +15) vs DC 11 + spell's CL to steal any spell capable of being dispelled with you are the legal target

Spell Vulnerability [PlH 104]: Target takes penalty on spell resistance equal to caster level up to 15. Includes a fort save but the DC is essential boosted by your CL.

Telepathy Block [BoED 109]: blocks all telepathic communication on a creature or area.


Transfusion [DragMag399 78]: touch creature for 1 full minute to do 1d6+CL up to 5 penalty which becomes insight bonus for 1min/CL

Turbidity [Storm 123]: very similar to ink cloud but 0 range.

Unholy Storm [PlH 106]: pretty much holy storm but against good, no expense on material component

Wall of Sand [PGF p. 118]: 1 std. act., med. range, creation and earth effect, creates wall = 5' square/level, blocks ranged attacks, hampers movement, can't breather while passing through it, grants cover and total concealment.

Zone of Natural Purity [ECS 117]: -1 attack and save rolls for aberrations.



Note: I can't believe we didn't have this on this board. I will be updating. If it doesn't require a hit roll, doesn't allow SR and gives an effect that doesn't even allow a partial save, we need it in this list. I'm only about half way done with my list ;)
« Last Edit: December 23, 2010, 09:39:23 PM by PlzBreakMyCampaign »
[Spoiler]
Quote
An interesting read, nice to see a civil discussion
The point of Spell Resistance is to make it harder to get buffed.
And healed. Don't forget that.
Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle.
[/Spoiler]

Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms.

More Funny than Humble[Spoiler]
Quote from: PlzBreakMyCampaign
Your a shifter... you have all you ever need.
It blows MoMF out of the water

But if your greedy for more [Wish] for something that only effects you, like another class level or two that doesn't count against your ECL.
Quote from: hungryhungryhippo987
Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want.
PBMC gets a cookie for DotA r

PlzBreakMyCampaign

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Re: No Hit, No Save, No SR effects
« Reply #1 on: September 01, 2010, 11:36:02 PM »
Psionic Powers

Swarm of Crystals: 1 standard action manifestation time, 15' range, cone-shaped spread, instantaneous creation effect, 3d4 slashing, augmentable for 1d4 damage per additional PP spent.

Ectoplasmic Shamble: 1 round manifestation time, Long range, size of 10 ten-foot cubes, shapable, movable, 1 point damage/2 manifester levels, interferes with vision and spellcasting of those within its area.

Invocations

Caustic Mire [CM 123]: 20'r where each square costs 10' and moving or staying in any square deals 1d6 acid. Fire damage deals +1 per die.

Chilling Tentacles [CArc p. 132]: Greater invocation, equal to 5th level spell, functions like Black Tentacles (which allows no SR), but also causes 2d6 cold damages to all creatures in its area, a 20' radius spread

Binding

Awe of Dantalion [ToM 29]: makes enemy unable to attack or target you for 1 round in 5
« Last Edit: September 09, 2010, 12:54:39 AM by PlzBreakMyCampaign »
[Spoiler]
Quote
An interesting read, nice to see a civil discussion
The point of Spell Resistance is to make it harder to get buffed.
And healed. Don't forget that.
Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle.
[/Spoiler]

Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms.

More Funny than Humble[Spoiler]
Quote from: PlzBreakMyCampaign
Your a shifter... you have all you ever need.
It blows MoMF out of the water

But if your greedy for more [Wish] for something that only effects you, like another class level or two that doesn't count against your ECL.
Quote from: hungryhungryhippo987
Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want.
PBMC gets a cookie for DotA r

PlzBreakMyCampaign

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Re: No Hit, No Save, No SR effects
« Reply #2 on: September 01, 2010, 11:36:20 PM »
I'm about 50% done with my personal list. Yes the obvious ones like Reverse Gravity, Solid fog, and wall of thorns will be coming soon. No I'm not interested shenanigans from sublime cord and other PrCs to get caster levels high enough to complete the iron siege.

Posters feel free to use this format " [ url= site ] Spell name [ /url] [ citation ]: explanation ". A quick check that there is atleast no SR allowed nor a "partial" somewhere in the spell text would be appreciated.
« Last Edit: September 02, 2010, 12:01:53 AM by PlzBreakMyCampaign »
[Spoiler]
Quote
An interesting read, nice to see a civil discussion
The point of Spell Resistance is to make it harder to get buffed.
And healed. Don't forget that.
Huge amounts of people are fuckwits. That doesn't mean that fuckwit is a valid lifestyle.
[/Spoiler]

Old Geezer's Law of Hobby Taste: The more objectively inconsequential a hobby is, the more disagreements within the community will be expressed in outrageously insulting, overblown, and ludicrously emotionally laden terms.

More Funny than Humble[Spoiler]
Quote from: PlzBreakMyCampaign
Your a shifter... you have all you ever need.
It blows MoMF out of the water

But if your greedy for more [Wish] for something that only effects you, like another class level or two that doesn't count against your ECL.
Quote from: hungryhungryhippo987
Yes, I'm the 3.0 "Masters of the Wild" shifter, the awesome kind. My favorite form to take is Force Dragon. Yes, I am immortal ... My character is hands down the coolest guy in the campaign and there is nothing I could possibly want.
PBMC gets a cookie for DotA r

The_Mad_Linguist

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Re: No Hit, No Save, No SR effects
« Reply #3 on: September 02, 2010, 12:03:09 AM »
Bands of steel, IIRC, causes issues even on a succeeded save.
« Last Edit: September 02, 2010, 12:31:57 AM by The_Mad_Linguist »
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ShneekeyTheLost

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Re: No Hit, No Save, No SR effects
« Reply #4 on: September 02, 2010, 12:07:17 AM »
I don't see Solid Fog on there... no save, no sr, just obey the new speed limit, sir, and have a nice day

Saeomon

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Re: No Hit, No Save, No SR effects
« Reply #5 on: September 02, 2010, 12:11:24 AM »
A couple of psionic powers to add to the mix:

Ectoplasmic Shambler: 1 round manifestation time, Long range, size of 10 ten-foot cubes, shapable, movable, 1 point damage/2 manifester levels, interferes with vision and spellcasting of those within its area

Swarm of Crystals: 1 standard action manifestation time, 15' range, cone-shaped spread, instantaneous creation effect, 3d4 slashing, augmentable for 1d4 damage per additional PP spent

JohnnyMayHymn

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Re: No Hit, No Save, No SR effects
« Reply #6 on: September 02, 2010, 04:20:59 AM »
everything or just spells?    su/ex abilities?
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...........  :joystick

Endarire

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Re: No Hit, No Save, No SR effects
« Reply #7 on: September 02, 2010, 04:38:06 AM »
Summon monster, summon nature's ally, astral construct...
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

wotmaniac

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Re: No Hit, No Save, No SR effects
« Reply #8 on: September 02, 2010, 05:25:34 AM »
I don't see Solid Fog on there... no save, no sr, just obey the new speed limit, sir, and have a nice day
Summon monster, summon nature's ally, astral construct...

um, guys .... I think he already covered that ....
here:
Categories outside this thread's scope:
Buffs                     I love them, but they won't hurt your enemy.
Pets                     Summoned monsters and animates is fun and all, but...
Unrelated to enemies         You solved the case but the BBEG slaughtered you.
CL, hit roll or DC Boosts      Why risk it?
and here:
I'm about 50% done with my personal list. Yes the obvious ones like Reverse Gravity, Solid fog, and wall of thorns will be coming soon.
(emphasis mine)

I'm just sayin' ...  ;)

[spoiler]
If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions[/spoiler]
Report any wrongs I have done here.

dna1

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Re: No Hit, No Save, No SR effects
« Reply #9 on: September 02, 2010, 06:07:49 AM »
Glitterdust - Good for pwning invis/hide
Slappin ho's like E-Honda

JohnnyMayHymn

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Re: No Hit, No Save, No SR effects
« Reply #10 on: September 02, 2010, 07:08:51 AM »
Awe of Dantalion      the vestige granted ability   -Tome of Magic pg29
« Last Edit: September 02, 2010, 08:10:03 AM by JohnnyMayHymn »
My (sometimes offensive) Web Comic Faux Blast
Can you find the Wumpus? (Hint: start with the spoiler....)
[spoiler] :beathorse [/spoiler]
...........  :joystick

Maat_Mons

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Re: No Hit, No Save, No SR effects
« Reply #11 on: September 02, 2010, 07:30:14 AM »
The fell metamagic feats from Libris Mortis, when applied to the right spells. 

carnivore

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Re: No Hit, No Save, No SR effects
« Reply #12 on: September 02, 2010, 07:44:00 AM »
nice list ... very useful

 :D

zaulsiin

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Re: No Hit, No Save, No SR effects
« Reply #13 on: September 02, 2010, 11:00:53 AM »
Minor typo in the Acid Fog entry. Should be "2d6", rather than "d26".

snakeman830

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Re: No Hit, No Save, No SR effects
« Reply #14 on: September 02, 2010, 11:22:30 AM »
Does Cloudkill count?  It has no save for a range of targets, and even for those that do get a save, it isn't save negates.
I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:[spoiler]
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hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
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[/spoiler]

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The_Mad_Linguist

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Re: No Hit, No Save, No SR effects
« Reply #15 on: September 02, 2010, 01:20:08 PM »
A maeluth's unholy weapon special ability - no limits!  Kill a first level paladin!
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Saeomon

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Re: No Hit, No Save, No SR effects
« Reply #16 on: September 02, 2010, 03:03:41 PM »
Raging Flame [DR314 p. 21]: 1 std. act., med. range, burst effect, affects nonmagical fire, 2d6 nonmagical fire damage to all creatures who have caught fire

Dust Storm [DR331 p. 71]: 1 std. act., med. range, creation effect, 60' by 30' tall cylinder, conceals and deals 1d6 slashing damage to creatures ending turn inside area

Sleet Storm: 1 std. act., long range, 40' by 20' high cylinder, completely blocks vision (incl. darkvision), hampers movement

Wall of Sand [PGF p. 118]: 1 std. act., med. range, creation and earth effect, creates wall = 5' square/level, blocks ranged attacks, hampers movement

Freezing Fog [CArc p. 108]: 1 std. act., med. range, 20' radius by 20' high cloud, 1d6 damage/round, penalty on attack rolls

Transmute Rock to Mud: 1 std. act., med. range, earth effect, area = 2 contiguous 10' cubes/level, hampers movement, penalizes to-hit rolls and AC, no save/SR effect requires that target be the ground

Blinding Glory [BoED p. 92]: blinds all Evil creatures who remain in 100' radius of caster, lasts 1 hr./level

Saeomon

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Re: No Hit, No Save, No SR effects
« Reply #17 on: September 02, 2010, 03:13:07 PM »
A little love for the Warlocks out there:

Chilling Tentacles [CArc p. 132]: Greater invocation, equal to 5th level spell, functions like Black Tentacles (which allows no SR), but also causes 2d6 cold damages to all creatures in its area, a 20' radius spread

fuinjutsu

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Re: No Hit, No Save, No SR effects
« Reply #18 on: September 02, 2010, 03:28:22 PM »
A little love for the Warlocks out there:

Chilling Tentacles [CArc p. 132]: Greater invocation, equal to 5th level spell, functions like Black Tentacles (which allows no SR), but also causes 2d6 cold damages to all creatures in its area, a 20' radius spread

I though all invocations were SLA's with SR?
Eh, the wizard have more money than them combined, he could in theory just use all his money on a fleet of trained attack mules, but then we aren't playing 3.5 but zergling rushing in Starcraft instead.

Saeomon

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Re: No Hit, No Save, No SR effects
« Reply #19 on: September 02, 2010, 03:31:08 PM »
Fireward [PGF p. 102]: as an attack spell this is only useful against Elemental Fire creatures, but for creatures of that type it does 1d6 damage/level, 15d6 max

Repel Wood: push away anyone or anything made of/carrying a wooden or partially wooden object, meaning just about any humanoid creature

Repel Metal or Stone: see Repel Wood, above, but even more likely to be effective